Independent graphics programmer. Previously at AMD, Intel, Microsoft, gamedev, television... Developer of VMA, D3D12MA, D3d12info projects.

Warsaw, Poland
I published online my 2 articles that have been published in Polish paper magazine "Programista" many years ago, in EN and PL version: - "Time Measurement in Game Programming" - "Writing Efficient C++ Code" Maybe a bit outdated, but maybe still useful? asawicki.info/news_1804_two_…
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The more examples of DLSS 5 I see, the more I feel convinced that this is the way to fill the uncanny valley. Rendered characters are so far from photorealism, while the advancements in meshes, textures, lighting, subsurface scattering etc. provide diminishing returns. ⬇️
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Likely, AI can fix this better, just like in other domains that are difficult to describe as fixed algorithms.
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I checked Windows on Arm app compatibility list worksonwoa.com/apps against the list of apps I have installed on my Windows and I can see almost all are supported, most of them natively. Only few are missing, incl. WizTree, MyPhoneExplorer. PC with Arm may be a viable option.
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Adam Sawicki retweeted
Extended (2x) version of my SIGGRAPH 2026 talk: piped.video/watch?v=aQv9pUl9… Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
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When the AI-accelerated computational photography kicks too hard... 🤣
Pamiętacie tę inbę sprzed trzech lat, kiedy rewelacyjnie ostre zdjęcia księżyca ze smartfonów Samsunga okazały się fałszywką, bo na (jak zwykle) prześwietloną tarczę księżyca Samsung nakładał miód-fotę z teleskopu? Tak więc Huawei woli fotografować ptaki niż samoloty.
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RT @dmytro_bulatov: Today we've got a report for Moore Threads MTT S80 in D3d12infoDB. See more here: d3d12infodb.boolka.dev/Featu… They still ha…
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Apparently GPT-5.6 comes with so many dimensions to adjust: - Model version: 5.6 vs 5.5, ... - Model size: sol, terra, luna - Reasoning effort: none...max - Reasoning mode = pro It will be challenging to find good practices about when to use which ones.
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Adam Sawicki retweeted
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/06/anno…
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First Look at Epic Games Lore VCS - a new article on my blog asawicki.info/news_1803_firs…
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I'm excited to see Lore, Epic's new version control system. I still need to read the docs, but after experiencing the shortcomings of both Git and Perforce, I'm hoping Lore can gain traction in at least some areas of software development, especially gamedev.
Introducing Epic’s version control system: Lore! Built from scratch and open-sourced, we made scalability and performance core tenets from day one. We’re releasing Lore as open source today.All source code, along with documentation of data formats and protocols are released under an MIT license and free to use. Help shape it into something even more powerful, together: Lore.org
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New Radeon Developer Tool Suite adds RadeonDeveloperPanelCLI allowing cmd-line control over all features: profiling, memory tracing, GPU crash capture, driver experiment toggles, etc. IMHO that's a big thing for test automation and possibly for agentic AI! gpuopen.com/learn/radeon-dev…
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Vulkan Memory Allocator new release 3.4.0 with many additions, improvements, and fixes. If you use code from the "master" branch, you already have them, but if you rely on the official Releases, you should upgrade. This one gathers >1 year of development. github.com/GPUOpen-Libraries…
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Floor and Ceil Versus Denormals on CPU and GPU -- new article on my blog asawicki.info/news_1802_floo…
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I implemented multiple fixes & improvements in Vulkan/D3D12 Memory Allocator libraries, on my fork for now. If you use any of these, please give it a try so we validate they work fine before I turn them into official releases. github.com/sawickiap/VulkanM… github.com/sawickiap/D3D12Me…
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